/*********************************************************************************
*Copyright,2018-2028,Longyou
*FileName: opengl.h
*Module: grey
*Author: DaXiang
*Version: 1.0
*Date: 2020
*Description:
*Others:
*Function List:
*History:
**********************************************************************************/

#ifndef __GRAY_SDK_OPENGL_H_
#define __GRAY_SDK_OPENGL_H_

#include <include/stdtype.h>
//
//typedef char GLchar;
//typedef unsigned int GLenum;
//typedef unsigned int GLbitfield;
//typedef unsigned int GLuint;
//typedef int GLint;
//typedef int GLsizei;
//typedef unsigned char GLboolean;
//typedef signed char GLbyte;
//typedef short GLshort;
//typedef unsigned char GLubyte;
//typedef unsigned short GLushort;
//typedef unsigned long GLulong;
//typedef float GLfloat;
//typedef float GLclampf;
//typedef double GLdouble;
//typedef double GLclampd;
//typedef void GLvoid;
//
//
//
//#define GL_ZERO 0
//#define GL_FALSE 0
//#define GL_LOGIC_OP 0x0BF1
//#define GL_NONE 0
//#define GL_TEXTURE_COMPONENTS 0x1003
//#define GL_NO_ERROR 0
//#define GL_POINTS 0x0000
//#define GL_CURRENT_BIT 0x00000001
//#define GL_TRUE 1
//#define GL_ONE 1
//#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001
//#define GL_LINES 0x0001
//#define GL_LINE_LOOP 0x0002
//#define GL_POINT_BIT 0x00000002
//#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002
//#define GL_LINE_STRIP 0x0003
//#define GL_LINE_BIT 0x00000004
//#define GL_TRIANGLES 0x0004
//#define GL_TRIANGLE_STRIP 0x0005
//#define GL_TRIANGLE_FAN 0x0006
//#define GL_QUADS 0x0007
//#define GL_QUAD_STRIP 0x0008
//#define GL_POLYGON_BIT 0x00000008
//#define GL_POLYGON 0x0009
//#define GL_POLYGON_STIPPLE_BIT 0x00000010
//#define GL_PIXEL_MODE_BIT 0x00000020
//#define GL_LIGHTING_BIT 0x00000040
//#define GL_FOG_BIT 0x00000080
//#define GL_DEPTH_BUFFER_BIT 0x00000100
//#define GL_ACCUM 0x0100
//#define GL_LOAD 0x0101
//#define GL_RETURN 0x0102
//#define GL_MULT 0x0103
//#define GL_ADD 0x0104
//#define GL_NEVER 0x0200
//#define GL_ACCUM_BUFFER_BIT 0x00000200
//#define GL_LESS 0x0201
//#define GL_EQUAL 0x0202
//#define GL_LEQUAL 0x0203
//#define GL_GREATER 0x0204
//#define GL_NOTEQUAL 0x0205
//#define GL_GEQUAL 0x0206
//#define GL_ALWAYS 0x0207
//#define GL_SRC_COLOR 0x0300
//#define GL_ONE_MINUS_SRC_COLOR 0x0301
//#define GL_SRC_ALPHA 0x0302
//#define GL_ONE_MINUS_SRC_ALPHA 0x0303
//#define GL_DST_ALPHA 0x0304
//#define GL_ONE_MINUS_DST_ALPHA 0x0305
//#define GL_DST_COLOR 0x0306
//#define GL_ONE_MINUS_DST_COLOR 0x0307
//#define GL_SRC_ALPHA_SATURATE 0x0308
//#define GL_STENCIL_BUFFER_BIT 0x00000400
//#define GL_FRONT_LEFT 0x0400
//#define GL_FRONT_RIGHT 0x0401
//#define GL_BACK_LEFT 0x0402
//#define GL_BACK_RIGHT 0x0403
//#define GL_FRONT 0x0404
//#define GL_BACK 0x0405
//#define GL_LEFT 0x0406
//#define GL_RIGHT 0x0407
//#define GL_FRONT_AND_BACK 0x0408
//#define GL_AUX0 0x0409
//#define GL_AUX1 0x040A
//#define GL_AUX2 0x040B
//#define GL_AUX3 0x040C
//#define GL_INVALID_ENUM 0x0500
//#define GL_INVALID_VALUE 0x0501
//#define GL_INVALID_OPERATION 0x0502
//#define GL_STACK_OVERFLOW 0x0503
//#define GL_STACK_UNDERFLOW 0x0504
//#define GL_OUT_OF_MEMORY 0x0505
//#define GL_2D 0x0600
//#define GL_3D 0x0601
//#define GL_3D_COLOR 0x0602
//#define GL_3D_COLOR_TEXTURE 0x0603
//#define GL_4D_COLOR_TEXTURE 0x0604
//#define GL_PASS_THROUGH_TOKEN 0x0700
//#define GL_POINT_TOKEN 0x0701
//#define GL_LINE_TOKEN 0x0702
//#define GL_POLYGON_TOKEN 0x0703
//#define GL_BITMAP_TOKEN 0x0704
//#define GL_DRAW_PIXEL_TOKEN 0x0705
//#define GL_COPY_PIXEL_TOKEN 0x0706
//#define GL_LINE_RESET_TOKEN 0x0707
//#define GL_EXP 0x0800
//#define GL_VIEWPORT_BIT 0x00000800
//#define GL_EXP2 0x0801
//#define GL_CW 0x0900
//#define GL_CCW 0x0901
//#define GL_COEFF 0x0A00
//#define GL_ORDER 0x0A01
//#define GL_DOMAIN 0x0A02
//#define GL_CURRENT_COLOR 0x0B00
//#define GL_CURRENT_INDEX 0x0B01
//#define GL_CURRENT_NORMAL 0x0B02
//#define GL_CURRENT_TEXTURE_COORDS 0x0B03
//#define GL_CURRENT_RASTER_COLOR 0x0B04
//#define GL_CURRENT_RASTER_INDEX 0x0B05
//#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06
//#define GL_CURRENT_RASTER_POSITION 0x0B07
//#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08
//#define GL_CURRENT_RASTER_DISTANCE 0x0B09
//#define GL_POINT_SMOOTH 0x0B10
//#define GL_POINT_SIZE 0x0B11
//#define GL_POINT_SIZE_RANGE 0x0B12
//#define GL_POINT_SIZE_GRANULARITY 0x0B13
//#define GL_LINE_SMOOTH 0x0B20
//#define GL_LINE_WIDTH 0x0B21
//#define GL_LINE_WIDTH_RANGE 0x0B22
//#define GL_LINE_WIDTH_GRANULARITY 0x0B23
//#define GL_LINE_STIPPLE 0x0B24
//#define GL_LINE_STIPPLE_PATTERN 0x0B25
//#define GL_LINE_STIPPLE_REPEAT 0x0B26
//#define GL_LIST_MODE 0x0B30
//#define GL_MAX_LIST_NESTING 0x0B31
//#define GL_LIST_BASE 0x0B32
//#define GL_LIST_INDEX 0x0B33
//#define GL_POLYGON_MODE 0x0B40
//#define GL_POLYGON_SMOOTH 0x0B41
//#define GL_POLYGON_STIPPLE 0x0B42
//#define GL_EDGE_FLAG 0x0B43
//#define GL_CULL_FACE 0x0B44
//#define GL_CULL_FACE_MODE 0x0B45
//#define GL_FRONT_FACE 0x0B46
//#define GL_LIGHTING 0x0B50
//#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51
//#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52
//#define GL_LIGHT_MODEL_AMBIENT 0x0B53
//#define GL_SHADE_MODEL 0x0B54
//#define GL_COLOR_MATERIAL_FACE 0x0B55
//#define GL_COLOR_MATERIAL_PARAMETER 0x0B56
//#define GL_COLOR_MATERIAL 0x0B57
//#define GL_FOG 0x0B60
//#define GL_FOG_INDEX 0x0B61
//#define GL_FOG_DENSITY 0x0B62
//#define GL_FOG_START 0x0B63
//#define GL_FOG_END 0x0B64
//#define GL_FOG_MODE 0x0B65
//#define GL_FOG_COLOR 0x0B66
//#define GL_DEPTH_RANGE 0x0B70
//#define GL_DEPTH_TEST 0x0B71
//#define GL_DEPTH_WRITEMASK 0x0B72
//#define GL_DEPTH_CLEAR_VALUE 0x0B73
//#define GL_DEPTH_FUNC 0x0B74
//#define GL_ACCUM_CLEAR_VALUE 0x0B80
//#define GL_STENCIL_TEST 0x0B90
//#define GL_STENCIL_CLEAR_VALUE 0x0B91
//#define GL_STENCIL_FUNC 0x0B92
//#define GL_STENCIL_VALUE_MASK 0x0B93
//#define GL_STENCIL_FAIL 0x0B94
//#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
//#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
//#define GL_STENCIL_REF 0x0B97
//#define GL_STENCIL_WRITEMASK 0x0B98
//#define GL_MATRIX_MODE 0x0BA0
//#define GL_NORMALIZE 0x0BA1
//#define GL_VIEWPORT 0x0BA2
//#define GL_MODELVIEW_STACK_DEPTH 0x0BA3
//#define GL_PROJECTION_STACK_DEPTH 0x0BA4
//#define GL_TEXTURE_STACK_DEPTH 0x0BA5
//#define GL_MODELVIEW_MATRIX 0x0BA6
//#define GL_PROJECTION_MATRIX 0x0BA7
//#define GL_TEXTURE_MATRIX 0x0BA8
//#define GL_ATTRIB_STACK_DEPTH 0x0BB0
//#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1
//#define GL_ALPHA_TEST 0x0BC0
//#define GL_ALPHA_TEST_FUNC 0x0BC1
//#define GL_ALPHA_TEST_REF 0x0BC2
//#define GL_DITHER 0x0BD0
//#define GL_BLEND_DST 0x0BE0
//#define GL_BLEND_SRC 0x0BE1
//#define GL_BLEND 0x0BE2
//#define GL_LOGIC_OP_MODE 0x0BF0
//#define GL_INDEX_LOGIC_OP 0x0BF1
//#define GL_COLOR_LOGIC_OP 0x0BF2
//#define GL_AUX_BUFFERS 0x0C00
//#define GL_DRAW_BUFFER 0x0C01
//#define GL_READ_BUFFER 0x0C02
//#define GL_SCISSOR_BOX 0x0C10
//#define GL_SCISSOR_TEST 0x0C11
//#define GL_INDEX_CLEAR_VALUE 0x0C20
//#define GL_INDEX_WRITEMASK 0x0C21
//#define GL_COLOR_CLEAR_VALUE 0x0C22
//#define GL_COLOR_WRITEMASK 0x0C23
//#define GL_INDEX_MODE 0x0C30
//#define GL_RGBA_MODE 0x0C31
//#define GL_DOUBLEBUFFER 0x0C32
//#define GL_STEREO 0x0C33
//#define GL_RENDER_MODE 0x0C40
//#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50
//#define GL_POINT_SMOOTH_HINT 0x0C51
//#define GL_LINE_SMOOTH_HINT 0x0C52
//#define GL_POLYGON_SMOOTH_HINT 0x0C53
//#define GL_FOG_HINT 0x0C54
//#define GL_TEXTURE_GEN_S 0x0C60
//#define GL_TEXTURE_GEN_T 0x0C61
//#define GL_TEXTURE_GEN_R 0x0C62
//#define GL_TEXTURE_GEN_Q 0x0C63
//#define GL_PIXEL_MAP_I_TO_I 0x0C70
//#define GL_PIXEL_MAP_S_TO_S 0x0C71
//#define GL_PIXEL_MAP_I_TO_R 0x0C72
//#define GL_PIXEL_MAP_I_TO_G 0x0C73
//#define GL_PIXEL_MAP_I_TO_B 0x0C74
//#define GL_PIXEL_MAP_I_TO_A 0x0C75
//#define GL_PIXEL_MAP_R_TO_R 0x0C76
//#define GL_PIXEL_MAP_G_TO_G 0x0C77
//#define GL_PIXEL_MAP_B_TO_B 0x0C78
//#define GL_PIXEL_MAP_A_TO_A 0x0C79
//#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0
//#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1
//#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2
//#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3
//#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4
//#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5
//#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6
//#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7
//#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8
//#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9
//#define GL_UNPACK_SWAP_BYTES 0x0CF0
//#define GL_UNPACK_LSB_FIRST 0x0CF1
//#define GL_UNPACK_ROW_LENGTH 0x0CF2
//#define GL_UNPACK_SKIP_ROWS 0x0CF3
//#define GL_UNPACK_SKIP_PIXELS 0x0CF4
//#define GL_UNPACK_ALIGNMENT 0x0CF5
//#define GL_PACK_SWAP_BYTES 0x0D00
//#define GL_PACK_LSB_FIRST 0x0D01
//#define GL_PACK_ROW_LENGTH 0x0D02
//#define GL_PACK_SKIP_ROWS 0x0D03
//#define GL_PACK_SKIP_PIXELS 0x0D04
//#define GL_PACK_ALIGNMENT 0x0D05
//#define GL_MAP_COLOR 0x0D10
//#define GL_MAP_STENCIL 0x0D11
//#define GL_INDEX_SHIFT 0x0D12
//#define GL_INDEX_OFFSET 0x0D13
//#define GL_RED_SCALE 0x0D14
//#define GL_RED_BIAS 0x0D15
//#define GL_ZOOM_X 0x0D16
//#define GL_ZOOM_Y 0x0D17
//#define GL_GREEN_SCALE 0x0D18
//#define GL_GREEN_BIAS 0x0D19
//#define GL_BLUE_SCALE 0x0D1A
//#define GL_BLUE_BIAS 0x0D1B
//#define GL_ALPHA_SCALE 0x0D1C
//#define GL_ALPHA_BIAS 0x0D1D
//#define GL_DEPTH_SCALE 0x0D1E
//#define GL_DEPTH_BIAS 0x0D1F
//#define GL_MAX_EVAL_ORDER 0x0D30
//#define GL_MAX_LIGHTS 0x0D31
//#define GL_MAX_CLIP_PLANES 0x0D32
//#define GL_MAX_TEXTURE_SIZE 0x0D33
//#define GL_MAX_PIXEL_MAP_TABLE 0x0D34
//#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35
//#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36
//#define GL_MAX_NAME_STACK_DEPTH 0x0D37
//#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38
//#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39
//#define GL_MAX_VIEWPORT_DIMS 0x0D3A
//#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B
//#define GL_SUBPIXEL_BITS 0x0D50
//#define GL_INDEX_BITS 0x0D51
//#define GL_RED_BITS 0x0D52
//#define GL_GREEN_BITS 0x0D53
//#define GL_BLUE_BITS 0x0D54
//#define GL_ALPHA_BITS 0x0D55
//#define GL_DEPTH_BITS 0x0D56
//#define GL_STENCIL_BITS 0x0D57
//#define GL_ACCUM_RED_BITS 0x0D58
//#define GL_ACCUM_GREEN_BITS 0x0D59
//#define GL_ACCUM_BLUE_BITS 0x0D5A
//#define GL_ACCUM_ALPHA_BITS 0x0D5B
//#define GL_NAME_STACK_DEPTH 0x0D70
//#define GL_AUTO_NORMAL 0x0D80
//#define GL_MAP1_COLOR_4 0x0D90
//#define GL_MAP1_INDEX 0x0D91
//#define GL_MAP1_NORMAL 0x0D92
//#define GL_MAP1_TEXTURE_COORD_1 0x0D93
//#define GL_MAP1_TEXTURE_COORD_2 0x0D94
//#define GL_MAP1_TEXTURE_COORD_3 0x0D95
//#define GL_MAP1_TEXTURE_COORD_4 0x0D96
//#define GL_MAP1_VERTEX_3 0x0D97
//#define GL_MAP1_VERTEX_4 0x0D98
//#define GL_MAP2_COLOR_4 0x0DB0
//#define GL_MAP2_INDEX 0x0DB1
//#define GL_MAP2_NORMAL 0x0DB2
//#define GL_MAP2_TEXTURE_COORD_1 0x0DB3
//#define GL_MAP2_TEXTURE_COORD_2 0x0DB4
//#define GL_MAP2_TEXTURE_COORD_3 0x0DB5
//#define GL_MAP2_TEXTURE_COORD_4 0x0DB6
//#define GL_MAP2_VERTEX_3 0x0DB7
//#define GL_MAP2_VERTEX_4 0x0DB8
//#define GL_MAP1_GRID_DOMAIN 0x0DD0
//#define GL_MAP1_GRID_SEGMENTS 0x0DD1
//#define GL_MAP2_GRID_DOMAIN 0x0DD2
//#define GL_MAP2_GRID_SEGMENTS 0x0DD3
//#define GL_TEXTURE_1D 0x0DE0
//#define GL_TEXTURE_2D 0x0DE1
//#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0
//#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1
//#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2
//#define GL_SELECTION_BUFFER_POINTER 0x0DF3
//#define GL_SELECTION_BUFFER_SIZE 0x0DF4
//#define GL_TEXTURE_WIDTH 0x1000
//#define GL_TRANSFORM_BIT 0x00001000
//#define GL_TEXTURE_HEIGHT 0x1001
//#define GL_TEXTURE_INTERNAL_FORMAT 0x1003
//#define GL_TEXTURE_BORDER_COLOR 0x1004
//#define GL_TEXTURE_BORDER 0x1005
//#define GL_DONT_CARE 0x1100
//#define GL_FASTEST 0x1101
//#define GL_NICEST 0x1102
//#define GL_AMBIENT 0x1200
//#define GL_DIFFUSE 0x1201
//#define GL_SPECULAR 0x1202
//#define GL_POSITION 0x1203
//#define GL_SPOT_DIRECTION 0x1204
//#define GL_SPOT_EXPONENT 0x1205
//#define GL_SPOT_CUTOFF 0x1206
//#define GL_CONSTANT_ATTENUATION 0x1207
//#define GL_LINEAR_ATTENUATION 0x1208
//#define GL_QUADRATIC_ATTENUATION 0x1209
//#define GL_COMPILE 0x1300
//#define GL_COMPILE_AND_EXECUTE 0x1301
//#define GL_BYTE 0x1400
//#define GL_UNSIGNED_BYTE 0x1401
//#define GL_SHORT 0x1402
//#define GL_UNSIGNED_SHORT 0x1403
//#define GL_INT 0x1404
//#define GL_UNSIGNED_INT 0x1405
//#define GL_FLOAT 0x1406
//#define GL_2_BYTES 0x1407
//#define GL_3_BYTES 0x1408
//#define GL_4_BYTES 0x1409
//#define GL_DOUBLE 0x140A
//#define GL_CLEAR 0x1500
//#define GL_AND 0x1501
//#define GL_AND_REVERSE 0x1502
//#define GL_COPY 0x1503
//#define GL_AND_INVERTED 0x1504
//#define GL_NOOP 0x1505
//#define GL_XOR 0x1506
//#define GL_OR 0x1507
//#define GL_NOR 0x1508
//#define GL_EQUIV 0x1509
//#define GL_INVERT 0x150A
//#define GL_OR_REVERSE 0x150B
//#define GL_COPY_INVERTED 0x150C
//#define GL_OR_INVERTED 0x150D
//#define GL_NAND 0x150E
//#define GL_SET 0x150F
//#define GL_EMISSION 0x1600
//#define GL_SHININESS 0x1601
//#define GL_AMBIENT_AND_DIFFUSE 0x1602
//#define GL_COLOR_INDEXES 0x1603
//#define GL_MODELVIEW 0x1700
//#define GL_PROJECTION 0x1701
//#define GL_TEXTURE 0x1702
//#define GL_COLOR 0x1800
//#define GL_DEPTH 0x1801
//#define GL_STENCIL 0x1802
//#define GL_COLOR_INDEX 0x1900
//#define GL_STENCIL_INDEX 0x1901
//#define GL_DEPTH_COMPONENT 0x1902
//#define GL_RED 0x1903
//#define GL_GREEN 0x1904
//#define GL_BLUE 0x1905
//#define GL_ALPHA 0x1906
//#define GL_RGB 0x1907
//#define GL_RGBA 0x1908
//#define GL_LUMINANCE 0x1909
//#define GL_LUMINANCE_ALPHA 0x190A
//#define GL_BITMAP 0x1A00
//#define GL_POINT 0x1B00
//#define GL_LINE 0x1B01
//#define GL_FILL 0x1B02
//#define GL_RENDER 0x1C00
//#define GL_FEEDBACK 0x1C01
//#define GL_SELECT 0x1C02
//#define GL_FLAT 0x1D00
//#define GL_SMOOTH 0x1D01
//#define GL_KEEP 0x1E00
//#define GL_REPLACE 0x1E01
//#define GL_INCR 0x1E02
//#define GL_DECR 0x1E03
//#define GL_VENDOR 0x1F00
//#define GL_RENDERER 0x1F01
//#define GL_VERSION 0x1F02
//#define GL_EXTENSIONS 0x1F03
//#define GL_S 0x2000
//#define GL_ENABLE_BIT 0x00002000
//#define GL_T 0x2001
//#define GL_R 0x2002
//#define GL_Q 0x2003
//#define GL_MODULATE 0x2100
//#define GL_DECAL 0x2101
//#define GL_TEXTURE_ENV_MODE 0x2200
//#define GL_TEXTURE_ENV_COLOR 0x2201
//#define GL_TEXTURE_ENV 0x2300
//#define GL_EYE_LINEAR 0x2400
//#define GL_OBJECT_LINEAR 0x2401
//#define GL_SPHERE_MAP 0x2402
//#define GL_TEXTURE_GEN_MODE 0x2500
//#define GL_OBJECT_PLANE 0x2501
//#define GL_EYE_PLANE 0x2502
//#define GL_NEAREST 0x2600
//#define GL_LINEAR 0x2601
//#define GL_NEAREST_MIPMAP_NEAREST 0x2700
//#define GL_LINEAR_MIPMAP_NEAREST 0x2701
//#define GL_NEAREST_MIPMAP_LINEAR 0x2702
//#define GL_LINEAR_MIPMAP_LINEAR 0x2703
//#define GL_TEXTURE_MAG_FILTER 0x2800
//#define GL_TEXTURE_MIN_FILTER 0x2801
//#define GL_TEXTURE_WRAP_S 0x2802
//#define GL_TEXTURE_WRAP_T 0x2803
//#define GL_CLAMP 0x2900
//#define GL_REPEAT 0x2901
//#define GL_POLYGON_OFFSET_UNITS 0x2A00
//#define GL_POLYGON_OFFSET_POINT 0x2A01
//#define GL_POLYGON_OFFSET_LINE 0x2A02
//#define GL_R3_G3_B2 0x2A10
//#define GL_V2F 0x2A20
//#define GL_V3F 0x2A21
//#define GL_C4UB_V2F 0x2A22
//#define GL_C4UB_V3F 0x2A23
//#define GL_C3F_V3F 0x2A24
//#define GL_N3F_V3F 0x2A25
//#define GL_C4F_N3F_V3F 0x2A26
//#define GL_T2F_V3F 0x2A27
//#define GL_T4F_V4F 0x2A28
//#define GL_T2F_C4UB_V3F 0x2A29
//#define GL_T2F_C3F_V3F 0x2A2A
//#define GL_T2F_N3F_V3F 0x2A2B
//#define GL_T2F_C4F_N3F_V3F 0x2A2C
//#define GL_T4F_C4F_N3F_V4F 0x2A2D
//#define GL_CLIP_PLANE0 0x3000
//#define GL_CLIP_PLANE1 0x3001
//#define GL_CLIP_PLANE2 0x3002
//#define GL_CLIP_PLANE3 0x3003
//#define GL_CLIP_PLANE4 0x3004
//#define GL_CLIP_PLANE5 0x3005
//#define GL_LIGHT0 0x4000
//#define GL_COLOR_BUFFER_BIT 0x00004000
//#define GL_LIGHT1 0x4001
//#define GL_LIGHT2 0x4002
//#define GL_LIGHT3 0x4003
//#define GL_LIGHT4 0x4004
//#define GL_LIGHT5 0x4005
//#define GL_LIGHT6 0x4006
//#define GL_LIGHT7 0x4007
//#define GL_HINT_BIT 0x00008000
//#define GL_POLYGON_OFFSET_FILL 0x8037
//#define GL_POLYGON_OFFSET_FACTOR 0x8038
//#define GL_ALPHA4 0x803B
//#define GL_ALPHA8 0x803C
//#define GL_ALPHA12 0x803D
//#define GL_ALPHA16 0x803E
//#define GL_LUMINANCE4 0x803F
//#define GL_LUMINANCE8 0x8040
//#define GL_LUMINANCE12 0x8041
//#define GL_LUMINANCE16 0x8042
//#define GL_LUMINANCE4_ALPHA4 0x8043
//#define GL_LUMINANCE6_ALPHA2 0x8044
//#define GL_LUMINANCE8_ALPHA8 0x8045
//#define GL_LUMINANCE12_ALPHA4 0x8046
//#define GL_LUMINANCE12_ALPHA12 0x8047
//#define GL_LUMINANCE16_ALPHA16 0x8048
//#define GL_INTENSITY 0x8049
//#define GL_INTENSITY4 0x804A
//#define GL_INTENSITY8 0x804B
//#define GL_INTENSITY12 0x804C
//#define GL_INTENSITY16 0x804D
//#define GL_RGB4 0x804F
//#define GL_RGB5 0x8050
//#define GL_RGB8 0x8051
//#define GL_RGB10 0x8052
//#define GL_RGB12 0x8053
//#define GL_RGB16 0x8054
//#define GL_RGBA2 0x8055
//#define GL_RGBA4 0x8056
//#define GL_RGB5_A1 0x8057
//#define GL_RGBA8 0x8058
//#define GL_RGB10_A2 0x8059
//#define GL_RGBA12 0x805A
//#define GL_RGBA16 0x805B
//#define GL_TEXTURE_RED_SIZE 0x805C
//#define GL_TEXTURE_GREEN_SIZE 0x805D
//#define GL_TEXTURE_BLUE_SIZE 0x805E
//#define GL_TEXTURE_ALPHA_SIZE 0x805F
//#define GL_TEXTURE_LUMINANCE_SIZE 0x8060
//#define GL_TEXTURE_INTENSITY_SIZE 0x8061
//#define GL_PROXY_TEXTURE_1D 0x8063
//#define GL_PROXY_TEXTURE_2D 0x8064
//#define GL_TEXTURE_PRIORITY 0x8066
//#define GL_TEXTURE_RESIDENT 0x8067
//#define GL_TEXTURE_BINDING_1D 0x8068
//#define GL_TEXTURE_BINDING_2D 0x8069
//#define GL_VERTEX_ARRAY 0x8074
//#define GL_NORMAL_ARRAY 0x8075
//#define GL_COLOR_ARRAY 0x8076
//#define GL_INDEX_ARRAY 0x8077
//#define GL_TEXTURE_COORD_ARRAY 0x8078
//#define GL_EDGE_FLAG_ARRAY 0x8079
//#define GL_VERTEX_ARRAY_SIZE 0x807A
//#define GL_VERTEX_ARRAY_TYPE 0x807B
//#define GL_VERTEX_ARRAY_STRIDE 0x807C
//#define GL_NORMAL_ARRAY_TYPE 0x807E
//#define GL_NORMAL_ARRAY_STRIDE 0x807F
//#define GL_COLOR_ARRAY_SIZE 0x8081
//#define GL_COLOR_ARRAY_TYPE 0x8082
//#define GL_COLOR_ARRAY_STRIDE 0x8083
//#define GL_INDEX_ARRAY_TYPE 0x8085
//#define GL_INDEX_ARRAY_STRIDE 0x8086
//#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088
//#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089
//#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A
//#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C
//#define GL_VERTEX_ARRAY_POINTER 0x808E
//#define GL_NORMAL_ARRAY_POINTER 0x808F
//#define GL_COLOR_ARRAY_POINTER 0x8090
//#define GL_INDEX_ARRAY_POINTER 0x8091
//#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092
//#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093
//#define GL_COLOR_INDEX1_EXT 0x80E2
//#define GL_COLOR_INDEX2_EXT 0x80E3
//#define GL_COLOR_INDEX4_EXT 0x80E4
//#define GL_COLOR_INDEX8_EXT 0x80E5
//#define GL_COLOR_INDEX12_EXT 0x80E6
//#define GL_COLOR_INDEX16_EXT 0x80E7
//#define GL_EVAL_BIT 0x00010000
//#define GL_LIST_BIT 0x00020000
//#define GL_TEXTURE_BIT 0x00040000
//#define GL_SCISSOR_BIT 0x00080000
//#define GL_ALL_ATTRIB_BITS 0x000fffff
//#define GL_CLIENT_ALL_ATTRIB_BITS 0xffffffff
//
//
//
//
//
//
//#define GL_MULTISAMPLE 0x809D
//#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
//#define GL_SAMPLE_ALPHA_TO_ONE 0x809F
//#define GL_SAMPLE_COVERAGE 0x80A0
//#define GL_SAMPLE_BUFFERS 0x80A8
//#define GL_SAMPLES 0x80A9
//#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
//#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
//#define GL_CLAMP_TO_BORDER 0x812D
//#define GL_TEXTURE0 0x84C0
//#define GL_TEXTURE1 0x84C1
//#define GL_TEXTURE2 0x84C2
//#define GL_TEXTURE3 0x84C3
//#define GL_TEXTURE4 0x84C4
//#define GL_TEXTURE5 0x84C5
//#define GL_TEXTURE6 0x84C6
//#define GL_TEXTURE7 0x84C7
//#define GL_TEXTURE8 0x84C8
//#define GL_TEXTURE9 0x84C9
//#define GL_TEXTURE10 0x84CA
//#define GL_TEXTURE11 0x84CB
//#define GL_TEXTURE12 0x84CC
//#define GL_TEXTURE13 0x84CD
//#define GL_TEXTURE14 0x84CE
//#define GL_TEXTURE15 0x84CF
//#define GL_TEXTURE16 0x84D0
//#define GL_TEXTURE17 0x84D1
//#define GL_TEXTURE18 0x84D2
//#define GL_TEXTURE19 0x84D3
//#define GL_TEXTURE20 0x84D4
//#define GL_TEXTURE21 0x84D5
//#define GL_TEXTURE22 0x84D6
//#define GL_TEXTURE23 0x84D7
//#define GL_TEXTURE24 0x84D8
//#define GL_TEXTURE25 0x84D9
//#define GL_TEXTURE26 0x84DA
//#define GL_TEXTURE27 0x84DB
//#define GL_TEXTURE28 0x84DC
//#define GL_TEXTURE29 0x84DD
//#define GL_TEXTURE30 0x84DE
//#define GL_TEXTURE31 0x84DF
//#define GL_ACTIVE_TEXTURE 0x84E0
//#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1
//#define GL_MAX_TEXTURE_UNITS 0x84E2
//#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3
//#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4
//#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5
//#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6
//#define GL_SUBTRACT 0x84E7
//#define GL_COMPRESSED_ALPHA 0x84E9
//#define GL_COMPRESSED_LUMINANCE 0x84EA
//#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB
//#define GL_COMPRESSED_INTENSITY 0x84EC
//#define GL_COMPRESSED_RGB 0x84ED
//#define GL_COMPRESSED_RGBA 0x84EE
//#define GL_TEXTURE_COMPRESSION_HINT 0x84EF
//#define GL_NORMAL_MAP 0x8511
//#define GL_REFLECTION_MAP 0x8512
//#define GL_TEXTURE_CUBE_MAP 0x8513
//#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
//#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
//#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
//#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
//#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
//#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
//#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
//#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B
//#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
//#define GL_COMBINE 0x8570
//#define GL_COMBINE_RGB 0x8571
//#define GL_COMBINE_ALPHA 0x8572
//#define GL_RGB_SCALE 0x8573
//#define GL_ADD_SIGNED 0x8574
//#define GL_INTERPOLATE 0x8575
//#define GL_CONSTANT 0x8576
//#define GL_PRIMARY_COLOR 0x8577
//#define GL_PREVIOUS 0x8578
//#define GL_SOURCE0_RGB 0x8580
//#define GL_SOURCE1_RGB 0x8581
//#define GL_SOURCE2_RGB 0x8582
//#define GL_SOURCE0_ALPHA 0x8588
//#define GL_SOURCE1_ALPHA 0x8589
//#define GL_SOURCE2_ALPHA 0x858A
//#define GL_OPERAND0_RGB 0x8590
//#define GL_OPERAND1_RGB 0x8591
//#define GL_OPERAND2_RGB 0x8592
//#define GL_OPERAND0_ALPHA 0x8598
//#define GL_OPERAND1_ALPHA 0x8599
//#define GL_OPERAND2_ALPHA 0x859A
//#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0
//#define GL_TEXTURE_COMPRESSED 0x86A1
//#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
//#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
//#define GL_DOT3_RGB 0x86AE
//#define GL_DOT3_RGBA 0x86AF
//#define GL_MULTISAMPLE_BIT 0x20000000
//
//
//
//#define GL_FOG_COORD_SRC GL_FOG_COORDINATE_SOURCE
//#define GL_FOG_COORD GL_FOG_COORDINATE
//#define GL_FOG_COORD_ARRAY GL_FOG_COORDINATE_ARRAY
//#define GL_SRC0_RGB GL_SOURCE0_RGB
//#define GL_FOG_COORD_ARRAY_POINTER GL_FOG_COORDINATE_ARRAY_POINTER
//#define GL_FOG_COORD_ARRAY_TYPE GL_FOG_COORDINATE_ARRAY_TYPE
//#define GL_SRC1_ALPHA GL_SOURCE1_ALPHA
//#define GL_CURRENT_FOG_COORD GL_CURRENT_FOG_COORDINATE
//#define GL_FOG_COORD_ARRAY_STRIDE GL_FOG_COORDINATE_ARRAY_STRIDE
//#define GL_SRC0_ALPHA GL_SOURCE0_ALPHA
//#define GL_SRC1_RGB GL_SOURCE1_RGB
//#define GL_FOG_COORD_ARRAY_BUFFER_BINDING GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING
//#define GL_SRC2_ALPHA GL_SOURCE2_ALPHA
//#define GL_SRC2_RGB GL_SOURCE2_RGB
//#define GL_BUFFER_SIZE 0x8764
//#define GL_BUFFER_USAGE 0x8765
//#define GL_QUERY_COUNTER_BITS 0x8864
//#define GL_CURRENT_QUERY 0x8865
//#define GL_QUERY_RESULT 0x8866
//#define GL_QUERY_RESULT_AVAILABLE 0x8867
//#define GL_ARRAY_BUFFER 0x8892
//#define GL_ELEMENT_ARRAY_BUFFER 0x8893
//#define GL_ARRAY_BUFFER_BINDING 0x8894
//#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
//#define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896
//#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897
//#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898
//#define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899
//#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A
//#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B
//#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C
//#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D
//#define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E
//#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
//#define GL_READ_ONLY 0x88B8
//#define GL_WRITE_ONLY 0x88B9
//#define GL_READ_WRITE 0x88BA
//#define GL_BUFFER_ACCESS 0x88BB
//#define GL_BUFFER_MAPPED 0x88BC
//#define GL_BUFFER_MAP_POINTER 0x88BD
//#define GL_STREAM_DRAW 0x88E0
//#define GL_STREAM_READ 0x88E1
//#define GL_STREAM_COPY 0x88E2
//#define GL_STATIC_DRAW 0x88E4
//#define GL_STATIC_READ 0x88E5
//#define GL_STATIC_COPY 0x88E6
//#define GL_DYNAMIC_DRAW 0x88E8
//#define GL_DYNAMIC_READ 0x88E9
//#define GL_DYNAMIC_COPY 0x88EA
//#define GL_SAMPLES_PASSED 0x8914
//
//
//
//#define GL_BLEND_EQUATION_RGB GL_BLEND_EQUATION
//#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
//#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
//#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
//#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
//#define GL_CURRENT_VERTEX_ATTRIB 0x8626
//#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
//#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643
//#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
//#define GL_STENCIL_BACK_FUNC 0x8800
//#define GL_STENCIL_BACK_FAIL 0x8801
//#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
//#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
//#define GL_MAX_DRAW_BUFFERS 0x8824
//#define GL_DRAW_BUFFER0 0x8825
//#define GL_DRAW_BUFFER1 0x8826
//#define GL_DRAW_BUFFER2 0x8827
//#define GL_DRAW_BUFFER3 0x8828
//#define GL_DRAW_BUFFER4 0x8829
//#define GL_DRAW_BUFFER5 0x882A
//#define GL_DRAW_BUFFER6 0x882B
//#define GL_DRAW_BUFFER7 0x882C
//#define GL_DRAW_BUFFER8 0x882D
//#define GL_DRAW_BUFFER9 0x882E
//#define GL_DRAW_BUFFER10 0x882F
//#define GL_DRAW_BUFFER11 0x8830
//#define GL_DRAW_BUFFER12 0x8831
//#define GL_DRAW_BUFFER13 0x8832
//#define GL_DRAW_BUFFER14 0x8833
//#define GL_DRAW_BUFFER15 0x8834
//#define GL_BLEND_EQUATION_ALPHA 0x883D
//#define GL_POINT_SPRITE 0x8861
//#define GL_COORD_REPLACE 0x8862
//#define GL_MAX_VERTEX_ATTRIBS 0x8869
//#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
//#define GL_MAX_TEXTURE_COORDS 0x8871
//#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
//#define GL_FRAGMENT_SHADER 0x8B30
//#define GL_VERTEX_SHADER 0x8B31
//#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
//#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A
//#define GL_MAX_VARYING_FLOATS 0x8B4B
//#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
//#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
//#define GL_SHADER_TYPE 0x8B4F
//#define GL_FLOAT_VEC2 0x8B50
//#define GL_FLOAT_VEC3 0x8B51
//#define GL_FLOAT_VEC4 0x8B52
//#define GL_INT_VEC2 0x8B53
//#define GL_INT_VEC3 0x8B54
//#define GL_INT_VEC4 0x8B55
//#define GL_BOOL 0x8B56
//#define GL_BOOL_VEC2 0x8B57
//#define GL_BOOL_VEC3 0x8B58
//#define GL_BOOL_VEC4 0x8B59
//#define GL_FLOAT_MAT2 0x8B5A
//#define GL_FLOAT_MAT3 0x8B5B
//#define GL_FLOAT_MAT4 0x8B5C
//#define GL_SAMPLER_1D 0x8B5D
//#define GL_SAMPLER_2D 0x8B5E
//#define GL_SAMPLER_3D 0x8B5F
//#define GL_SAMPLER_CUBE 0x8B60
//#define GL_SAMPLER_1D_SHADOW 0x8B61
//#define GL_SAMPLER_2D_SHADOW 0x8B62
//#define GL_DELETE_STATUS 0x8B80
//#define GL_COMPILE_STATUS 0x8B81
//#define GL_LINK_STATUS 0x8B82
//#define GL_VALIDATE_STATUS 0x8B83
//#define GL_INFO_LOG_LENGTH 0x8B84
//#define GL_ATTACHED_SHADERS 0x8B85
//#define GL_ACTIVE_UNIFORMS 0x8B86
//#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
//#define GL_SHADER_SOURCE_LENGTH 0x8B88
//#define GL_ACTIVE_ATTRIBUTES 0x8B89
//#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
//#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
//#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
//#define GL_CURRENT_PROGRAM 0x8B8D
//#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0
//#define GL_LOWER_LEFT 0x8CA1
//#define GL_UPPER_LEFT 0x8CA2
//#define GL_STENCIL_BACK_REF 0x8CA3
//#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
//#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
//
//#define GL_CLAMP_TO_EDGE_EXT 0x812F
//#define GL_CLAMP_TO_EDGE 0x812F
//
//
//
//
//
//#define glEnable			            __glEnable__
//#define glDisable                       __glDisable__
//#define glLogicOp                       __glLogicOp__
//#define glClear                         __glClear__
//#define glScissor                       __glScissor__
//#define glViewport                      __glViewport__
//#define glBlendFunc                     __glBlendFunc__
//#define glGenBuffers                    __glGenBuffers__
//#define glDeleteBuffers                 __glDeleteBuffers__
//#define glCreateShader                  __glCreateShader__
//#define glShaderSource                  __glShaderSource__
//#define glCreateProgram                 __glCreateProgram__
//#define glCompileShader                 __glCompileShader__
//#define glGetShaderiv                   __glGetShaderiv__
//#define glGetShaderInfoLog              __glGetShaderInfoLog__
//#define glGetProgramInfoLog             __glGetProgramInfoLog__
//#define glAttachShader                  __glAttachShader__
//#define glLinkProgram                   __glLinkProgram__
//#define glGetProgramiv                  __glGetProgramiv__
//#define glDetachShader                  __glDetachShader__
//#define glDeleteShader                  __glDeleteShader__
//
//#define glBindBuffer                    __glBindBuffer__
//#define glEnableVertexAttribArray       __glEnableVertexAttribArray__
//#define glVertexAttribPointer           __glVertexAttribPointer__
//#define glDrawArrays                    __glDrawArrays__
//#define glDisableVertexAttribArray      __glDisableVertexAttribArray__
//#define glPolygonOffset                 __glPolygonOffset__
//#define glUseProgram                    __glUseProgram__
//#define glUniformMatrix4fv              __glUniformMatrix4fv__
//#define glUniform3f                     __glUniform3f__
//#define glUniform1i                     __glUniform1i__
//#define glUniform1f                     __glUniform1f__
//#define glLineWidth                     __glLineWidth__
//#define glClearColor                    __glClearColor__
//#define glGenTextures                   __glGenTextures__
//#define glActiveTexture                 __glActiveTexture__
//#define glBindTexture                   __glBindTexture__
//#define glBufferData                    __glBufferData__
//#define glTexParameteri                 __glTexParameteri__
//#define glGetAttribLocation             __glGetAttribLocation__
//#define glGetUniformLocation            __glGetUniformLocation__
//#define glTexImage2D                    __glTexImage2D__
//
//
//EXTERN void __glEnable__( GLenum cap );
//EXTERN void __glDisable__( GLenum cap );
//EXTERN void __glLogicOp__( GLenum opcode );
//EXTERN void __glClear__( GLbitfield mask );
//EXTERN void __glScissor__( GLint x, GLint y, GLsizei width, GLsizei height );
//EXTERN void __glViewport__( GLint x, GLint y, GLsizei width, GLsizei height );
//EXTERN void __glBlendFunc__( GLenum sfactor, GLenum dfactor );
//EXTERN void __glGenBuffers__( GLsizei n, GLuint* buffers );
//EXTERN void __glDeleteBuffers__( GLsizei n, const GLuint* buffers );
//EXTERN GLuint __glCreateShader__(GLenum type);
//EXTERN void __glShaderSource__( GLuint shader, GLsizei count, const GLchar** strings, const GLint* lengths );
//typedef unsigned int GLhandleARB;
//EXTERN GLhandleARB __glCreateProgram__( void );
//EXTERN void __glCompileShader__( GLhandleARB shaderObj );
//EXTERN void __glGetShaderiv__( GLuint shader, GLenum pname, GLint* param );
//EXTERN void __glGetShaderInfoLog__( GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog );
//EXTERN void __glGetProgramInfoLog__( GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog );
//EXTERN void __glAttachShader__( GLuint program, GLuint shader );
//EXTERN void __glLinkProgram__( GLuint program );
//EXTERN void __glGetProgramiv__( GLenum target, GLenum pname, GLint* params );
//EXTERN void __glDetachShader__( GLuint program, GLuint shader );
//EXTERN void __glDeleteShader__( GLuint shader );
//EXTERN void __glBindBuffer__(GLenum target, GLuint buffer);
//EXTERN void __glEnableVertexAttribArray__( GLuint );
//EXTERN void __glVertexAttribPointer__( GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* pointer );
//EXTERN void __glDrawArrays__( GLenum mode, GLint first, GLsizei count );
//EXTERN void __glDisableVertexAttribArray__( GLuint index );
//EXTERN void __glPolygonOffset__( GLfloat factor, GLfloat bias );
//EXTERN void __glUseProgram__( GLuint program );
//EXTERN void __glUniformMatrix4fv__( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value );
//EXTERN void __glUniform3f__( GLint location, GLfloat v0, GLfloat v1, GLfloat v2 );
//EXTERN void __glUniform1i__( GLint location, GLint v0 );
//EXTERN void __glUniform1f__( GLint location, GLfloat v0 );
//EXTERN void __glLineWidth__( GLfloat width );
//EXTERN void __glClearColor__( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha );
//EXTERN void __glGenTextures__( GLsizei n, GLuint *textures );
//EXTERN void __glActiveTexture__( GLenum texture );
//EXTERN void __glBindTexture__( GLenum target, GLuint texture );
//EXTERN void __glBufferData__( GLenum target, GLint size, const GLvoid* data, GLenum usage );
//EXTERN void __glTexParameteri__( GLenum target, GLenum pname, GLint param );
//EXTERN GLint __glGetAttribLocation__( GLuint program, const GLchar* name );
//EXTERN GLint __glGetUniformLocation__( GLuint program, const GLchar* name );
//EXTERN void __glTexImage2D__( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels );
//
//
//
//
//




#endif
